{"product_id":"138822","title":"Multiplayer game developed with Unreal Engine 5 ","description":"\u003ccenter\u003e\u003cdiv style=\"text-align:center\"\u003e\u003cimg src=\"https:\/\/tmgdisk01.cafe24.com\/images\/vs\/4172\/sv\/3jXPeML3EwY9HEIQJLJsUDFR27LIxv.png?v=1765068814\" style=\"max-width:100%;max-height:10px\"\u003e\u003c\/div\u003e\u003c\/center\u003e\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\u003ccenter\u003e\n\n\u003cdiv style=\"width:95%\"\u003e\n\n\u003cdiv style=\"text-align:center;font-size:30px;font-weight:bolder;line-height:1.6em\"\u003e Multiplayer game developed with Unreal Engine 5 \u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"border-bottom:1px;border-bottom-style:dotted;border-color:;padding-bottom:20px\"\u003e\u003ccenter\u003e\u003ctable align=\"center\" width=\"100%\"\u003e\u003ctbody style=\"border:0px\"\u003e\n\n\u003ctr\u003e\u003ctd align=\"center\" style=\"line-height:1.2em;text-align:center;font-size:18px;color:black;font-weight:bold;padding-bottom:20px;\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\n\n\u003ctr\u003e\u003ctd style=\"text-align:center\"\u003e\u003cimg src=\"https:\/\/image.yes24.com\/goods\/142788726\/XL\" style=\"max-width:100%;height:auto\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\n\n\n\u003c\/tbody\u003e\u003c\/table\u003e\u003c\/center\u003e\u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"width:95%;{split_style6}padding-top:20px;padding-bottom:20px\"\u003e\n\n\u003cdiv style=\"text-align:left;font-size:16px;font-weight:bold;padding-bottom:20px\"\u003e Description \u003c\/div\u003e\n\n\u003cdiv style=\"text-align:left;word-break:break-all;font-size:14px;line-height:1.6em;\"\u003e\n\n\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eBook Introduction\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e\u003cdiv\u003e This book is for beginners and intermediate developers who want to develop multiplayer games using Unreal Engine 5.\u003cbr\u003e Starting with the fundamentals of networking, you'll learn key concepts like replication, RPC, associations, AI systems, and session management, as well as network debugging and optimization methods using a profiler.\u003cbr\u003e The latter part also covers advanced topics such as Unreal Engine compilation, dedicated server setup, and Epic Online Services.\u003cbr\u003e\n\u003c\/div\u003e\u003c\/div\u003e\n\u003cdiv\u003e\u003cul\u003e\u003cli\u003e You can preview some of the book's contents.\u003cbr\u003e \u003cspan\u003ePreview\u003c\/span\u003e\n\n\u003c\/li\u003e\u003c\/ul\u003e\u003c\/div\u003e\n\u003c\/div\u003e \",\"\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eindex\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e \u003cb\u003eChapter 1.\u003cbr\u003e Start developing multiplayer games\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e __Technical Requirements\u003cbr\u003e ____Prior knowledge \u003cbr\u003e____Hardware specifications\u003cbr\u003e ____Software Specifications\u003cbr\u003e __Introducing Multiplayer Games\u003cbr\u003e ____Becoming a Network Programmer in the Video Game Industry\u003cbr\u003e __Understanding Multiplayer Game Categories\u003cbr\u003e ____First-person shooter\u003cbr\u003e ____Third-person shooter\u003cbr\u003e ____Real-time strategy\u003cbr\u003e ____Massively multiplayer online role-playing game\u003cbr\u003e ____Multi-user dungeon\u003cbr\u003e ____Multiplayer Online Battle Arena\u003cbr\u003e __Review of gameplay modification elements\u003cbr\u003e ____Asymmetric gameplay\u003cbr\u003e ____Hide and Seek Gameplay\u003cbr\u003e ____Asynchronous gameplay\u003cbr\u003e __Is multiplayer technology only used in games?\u003cbr\u003e ____Cinematography\u003cbr\u003e ____building\u003cbr\u003e ____education\u003cbr\u003e ____Unreal's Collaboration Viewer Template\u003cbr\u003e __summation\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 2.\u003cbr\u003e Networking Basics\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e __Technical Requirements\u003cbr\u003e __What is computer networking?\u003cbr\u003e __Types of computer networks\u003cbr\u003e ____local area network\u003cbr\u003e ____long distance communication network\u003cbr\u003e ____Virtual Private Network\u003cbr\u003e __Introduction to Network Protocols\u003cbr\u003e ____packet exchange\u003cbr\u003e ____TCP\/IP Suite\u003cbr\u003e __Understanding network issues\u003cbr\u003e ____security\u003cbr\u003e ____packet loss\u003cbr\u003e ____Delay time \u003cbr\u003e__Introducing the Unreal Engine Multiplayer System\u003cbr\u003e ____Network mode and server type\u003cbr\u003e ____Replication System\u003cbr\u003e ____Network Role\u003cbr\u003e ____Phone and player controller\u003cbr\u003e ____Relevance and Priority\u003cbr\u003e ____Remote Procedure Call\u003cbr\u003e __summation\u003cbr\u003e __credit\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 3.\u003cbr\u003e Testing the multiplayer system with a project prototype\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e __Technical Requirements\u003cbr\u003e __Creating a multiplayer game prototype\u003cbr\u003e Setting up a project in the ____ template\u003cbr\u003e ____Added QuickSell Megascans\u003cbr\u003e ____Fix player controller\u003cbr\u003e __Testing multiplayer games locally\u003cbr\u003e Play on ____Listen Server\u003cbr\u003e ____Update via network\u003cbr\u003e ____Added additional character spawn points\u003cbr\u003e __Updating properties over the network\u003cbr\u003e ____Create a blueprint for the pickup item\u003cbr\u003e ____Added modified pickup items\u003cbr\u003e Added point calculation to ____ character\u003cbr\u003e __Executing functions over the network\u003cbr\u003e ____Actor Spawn\u003cbr\u003e ____Change character skin\u003cbr\u003e ____Game Test\u003cbr\u003e __summation\u003cbr\u003e \u003cbr\u003e\u003cb\u003ePart 2 - Networking and Multiplayer Games in Unreal Engine\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 4.\u003cbr\u003e Setting up your first multiplayer environment\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e __Technical Requirements\u003cbr\u003e __Introducing 『Unreal Shadows - Legacy of the Lich King』\u003cbr\u003e ____Project Overview Description\u003cbr\u003e ____Project Start\u003cbr\u003e __Understanding C++ in Unreal Engine\u003cbr\u003e ____Blueprints and C++\u003cbr\u003e Understanding ____C++ Classes\u003cbr\u003e ____Unreal Engine C++ Header Analysis\u003cbr\u003e ____Unreal Engine Reflection System\u003cbr\u003e ____Memory Management and Garbage Collection\u003cbr\u003e __Starting an Unreal Multiplayer Project\u003cbr\u003e ____Create project file\u003cbr\u003e ____Create a project game instance\u003cbr\u003e ____Creating game modes and game states\u003cbr\u003e __Added player class\u003cbr\u003e ____Compile source code\u003cbr\u003e ____Create a character blueprint class\u003cbr\u003e Add player classes to ____game mode\u003cbr\u003e __summation\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 5.\u003cbr\u003e Managing actors in a multiplayer environment\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e __Technical Requirements\u003cbr\u003e __Character settings\u003cbr\u003e Add default settings to ____character\u003cbr\u003e Add interaction to ____character\u003cbr\u003e ____Import the improved input module \u003cbr\u003eAdd user interaction to ____character\u003cbr\u003e ____Character movement test\u003cbr\u003e __Actor connection control\u003cbr\u003e Understanding Actor Relationships\u003cbr\u003e Understanding ____relationships\u003cbr\u003e ____Relationship Test\u003cbr\u003e ____Relationship Setting Test\u003cbr\u003e __Introduction of authority\u003cbr\u003e Control permissions using ____actor roles and remote role properties\u003cbr\u003e ____Autonomous and Simulated Proxies\u003cbr\u003e __summation\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 6.\u003cbr\u003e Property replication over the network\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e __Technical Requirements\u003cbr\u003e __Added character stats\u003cbr\u003e Create ____stat structure\u003cbr\u003e ____Create stat data table\u003cbr\u003e Reading data table from ____ character\u003cbr\u003e Add a data table to the ____ character\u003cbr\u003e Understanding __Property Duplication\u003cbr\u003e ____Enable property replication\u003cbr\u003e ____Referencing actors and components across networks\u003cbr\u003e __Processing character level ups\u003cbr\u003e ____making a plan\u003cbr\u003e ____PlayerState property and member function declaration\u003cbr\u003e ____Implementing PlayerState logic\u003cbr\u003e Add coin item to level ____\u003cbr\u003e __Adding a HUD to your game\u003cbr\u003e ____Create a widget blueprint\u003cbr\u003e ____Add code logic to the widget blueprint \u003cbr\u003eAdd a HUD to your ____character\u003cbr\u003e ____Game Test\u003cbr\u003e __summation\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 7.\u003cbr\u003e Using remote procedure calls\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e __Technical Requirements\u003cbr\u003e Understanding __RPC\u003cbr\u003e ____RPC reliability\u003cbr\u003e ____RPC authentication\u003cbr\u003e __Running RPC over the network\u003cbr\u003e Calling a function on the ____server\u003cbr\u003e __Door System Implementation\u003cbr\u003e ____Creating an interactive interface\u003cbr\u003e Implementing ____interaction actions\u003cbr\u003e Create a ____door blueprint\u003cbr\u003e ____Testing Interaction Actions\u003cbr\u003e __summation\u003cbr\u003e\u003cbr\u003e \u003cb\u003ePart 3 - Game Improvements\u003cbr\u003e\u003cbr\u003e Chapter 8.\u003cbr\u003e Bringing AI to multiplayer environments\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e __Technical Requirements\u003cbr\u003e __AI system settings\u003cbr\u003e __AI enemy creation\u003cbr\u003e ____Add navigation module\u003cbr\u003e ____Creating a Minion class\u003cbr\u003e Implementing ____minion behavior\u003cbr\u003e Add enemies to level __\u003cbr\u003e ____Create a spawner class\u003cbr\u003e ____Implementing the spawner logic\u003cbr\u003e ____Spawner Test\u003cbr\u003e __summation\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 9. Extending AI Behavior\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e __Technical Requirements\u003cbr\u003e __Making AI enemies more difficult\u003cbr\u003e ____Making noise\u003cbr\u003e ____Activate hearing\u003cbr\u003e ____Take a hearing test\u003cbr\u003e __Implementation of an alert system\u003cbr\u003e ____Game mode function declaration \u003cbr\u003e____AI sends an alert message\u003cbr\u003e __Added stamina to AI\u003cbr\u003e __Added a weapon system to the character\u003cbr\u003e ____Creates a dagger projectile\u003cbr\u003e Implementing ____weapon components\u003cbr\u003e Attach the WeaponProjectile component to the ____character\u003cbr\u003e Added input system for ____weapons\u003cbr\u003e ____Weapon System Test\u003cbr\u003e __AI variant creation\u003cbr\u003e ____AI border guard creation\u003cbr\u003e ____AI mid-boss creation\u003cbr\u003e ____Minion Spawner Update\u003cbr\u003e __summation\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 10.\u003cbr\u003e Improving Player Experience\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e __Technical Requirements\u003cbr\u003e __Character animation\u003cbr\u003e ____Creating animation assets\u003cbr\u003e Added animation system to ____character\u003cbr\u003e Added ____throwing animation\u003cbr\u003e __Added NPC actor\u003cbr\u003e ____NPC character creation\u003cbr\u003e ____NPC Actor Test\u003cbr\u003e __Further improvements to the game\u003cbr\u003e ____Let's make some noise!\u003cbr\u003e I need a ____key!\u003cbr\u003e ____Heroes, let's strengthen our weapons!\u003cbr\u003e ____player is not a machine gun\u003cbr\u003e ____There is no time to delay\u003cbr\u003e ____Various uses of data tables\u003cbr\u003e ____Need help?\u003cbr\u003e __summation\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 11.\u003cbr\u003e Debugging multiplayer games\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e __Technical Requirements \u003cbr\u003e__Introduction to Network Debugging\u003cbr\u003e ____Game Debugging Instructions\u003cbr\u003e ____Introducing Multiplayer Options\u003cbr\u003e Logging in a ____network environment\u003cbr\u003e ____Filter LogNet categories\u003cbr\u003e ____Create a custom log category\u003cbr\u003e __Network environment emulation\u003cbr\u003e ____Enable network emulation\u003cbr\u003e ____Testing games with network emulation\u003cbr\u003e __Using Network Profiler\u003cbr\u003e ____Recording a profiling session\u003cbr\u003e ____Analyzing profiling sessions\u003cbr\u003e __Improved performance and bandwidth usage\u003cbr\u003e ____Enable replication only when needed\u003cbr\u003e ____Avoid unnecessary or unimportant RPC calls\u003cbr\u003e ____Distinguishing between trusted and untrusted RPCs\u003cbr\u003e ____Verify data\u003cbr\u003e ____game mode exists only on servers\u003cbr\u003e Using naming conventions for ____RPC\u003cbr\u003e __summation\u003cbr\u003e\u003cbr\u003e \u003cb\u003ePart 4 - Distributing the Game Online\u003cbr\u003e\u003cbr\u003e Chapter 12.\u003cbr\u003e Multiplayer Session Management\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e __Technical Requirements\u003cbr\u003e __Understanding Game Sessions\u003cbr\u003e ____Introducing the Online Subsystem\u003cbr\u003e Understanding ____Session Commands\u003cbr\u003e Understanding ____connection errors \u003cbr\u003e__Preparing for a Project Game Session\u003cbr\u003e __Create session\u003cbr\u003e ____Add visual elements\u003cbr\u003e ____Implementing visual scripting logic\u003cbr\u003e __Participate in session\u003cbr\u003e Create a ____SessionItemRenderer widget\u003cbr\u003e ____Creating the FindSessions widget\u003cbr\u003e ____Create Main Menu Widget\u003cbr\u003e __summation\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 13.\u003cbr\u003e Processing data during a session\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e __Technical Requirements\u003cbr\u003e __Create a main menu level\u003cbr\u003e Create ____phone\u003cbr\u003e ____Create a game mode\u003cbr\u003e Create ____level\u003cbr\u003e ____Session System Test\u003cbr\u003e __Processing data during a session\u003cbr\u003e Update the ____US_GameInstance class\u003cbr\u003e ____Added character skin data\u003cbr\u003e ____US_MainMenuPawn class update\u003cbr\u003e ____BP_MainMenuPawn Blueprint Update\u003cbr\u003e ____US_Character class update\u003cbr\u003e ____BP_Character Blueprint Update\u003cbr\u003e __Additional improvement work\u003cbr\u003e ____Leaving and destroying the session\u003cbr\u003e ____Player death processing\u003cbr\u003e ____Select Player Skin\u003cbr\u003e __summation\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 14.\u003cbr\u003e Multiplayer game distribution\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e __Technical Requirements\u003cbr\u003e __Preparing the online environment\u003cbr\u003e __Unreal Engine Compilation\u003cbr\u003e ____Download the Unreal Engine source project \u003cbr\u003eCompile from ____source code\u003cbr\u003e __Dedicated server settings\u003cbr\u003e Create a ____project\u003cbr\u003e Build the ____project solution\u003cbr\u003e ____Dedicated server build\u003cbr\u003e ____Project Test\u003cbr\u003e __summation\u003cbr\u003e\u003cbr\u003e \u003cb\u003eChapter 15.\u003cbr\u003e Add Epic Online Services\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e __Technical Requirements\u003cbr\u003e __Introducing EOS\u003cbr\u003e __Access the Dev Portal\u003cbr\u003e ____Access the Epic Games Dev Portal\u003cbr\u003e ____Product Creation\u003cbr\u003e ____Product Service Composition\u003cbr\u003e __Getting Started with the EOS SDK\u003cbr\u003e ____Download the EOS SDK\u003cbr\u003e ____Integrating the system into the game\u003cbr\u003e __summation\u003cbr\u003e\u003cbr\u003e Korean version appendix\u003c\/div\u003e\n\u003cdiv\u003e\u003c\/div\u003e\n\u003c\/div\u003e \",\"\u003cdiv\u003e\u003ch5\u003e \u003cb\u003eDetailed image\u003c\/b\u003e \u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\u003cdiv\u003e\u003cimg src=\"https:\/\/image.yes24.com\/momo\/TopCate5192\/MidCate004\/519131406.jpg\" border=\"0\" alt=\"Detailed Image 1\"\u003e\u003c\/div\u003e\u003c\/div\u003e \",\"\u003cdiv\u003e\u003ch5\u003e \u003cb\u003ePublisher's Review\u003c\/b\u003e\n\u003c\/h5\u003e\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cdiv\u003e \u003cb\u003e◈ What this book covers ◈\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e ◆ Basic knowledge required for multiplayer game development\u003cbr\u003e ◆ Understanding key elements at the network level\u003cbr\u003e Explore Unreal multiplayer features like replication, RPCs, relevance, and roles.\u003cbr\u003e ◆ Code debugging and optimization to improve game performance\u003cbr\u003e ◆ Game distribution on LAN or online platforms\u003cbr\u003e ◆ Improving player experience using Epic Online Services\u003cbr\u003e \u003cbr\u003e\u003cb\u003e◈ Target audience of this book ◈\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e Game programmers with limited knowledge of video game networking systems, especially Unreal Engine developers, who want to delve deeper into this topic will find this book helpful.\u003cbr\u003e\u003cbr\u003e Developers who are proficient in other game engines but want to understand the principles of Unreal's multiplayer system will also benefit greatly from this book.\u003cbr\u003e However, basic knowledge of Unreal Engine and C++ is required.\u003cbr\u003e\u003cbr\u003e \u003cb\u003e◈ Structure of this book ◈\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e Chapter 1, \"Getting Started with Multiplayer Game Development,\" provides a friendly introduction to the world of multiplayer game development from a developer's perspective.\u003cbr\u003e Chapter 2, \"Networking Fundamentals,\" explores the fundamental concepts of network programming to get you started with multiplayer development in Unreal Engine. \u003cbr\u003eChapter 3, \"Testing Multiplayer Systems with a Project Prototype,\" guides you through the process of setting up a project template and creating a simple multiplayer prototype that can test basic multiplayer functionality.\u003cbr\u003e Chapter 4, \"Setting Up Your First Multiplayer Environment,\" lays the foundation for developing multiplayer C++ projects in Unreal Engine.\u003cbr\u003e In Chapter 5, \"Managing Actors in a Multiplayer Environment,\" you'll learn the basics of creating multiplayer characters and handling them in a multiplayer environment.\u003cbr\u003e Chapter 6, \"Property Replication Over the Network,\" explores how to handle properties and synchronize them across clients in a multiplayer environment. \u003cbr\u003eChapter 7, \"Using Remote Procedure Calls,\" explores how to call functions in a network environment, either from a server to a client or from a client to a server.\u003cbr\u003e Chapter 8, \"Introducing AI to a Multiplayer Environment,\" covers creating enemy characters and adding simple AI to make them work in a multiplayer system.\u003cbr\u003e Chapter 9, \"Extending AI Behaviors,\" adds more features to the AI ​​to make the game more immersive.\u003cbr\u003e Chapter 10, \"Enhancing the Player Experience,\" adds more features to the game, such as animations and NPCs.\u003cbr\u003e In Chapter 11, \"Debugging Multiplayer Games,\" you'll learn the fundamentals of debugging and profiling network games.\u003cbr\u003e Chapter 12, \"Managing Multiplayer Sessions,\" introduces game sessions and their characteristics.\u003cbr\u003e Chapter 13, \"Handling Data During a Session,\" explores how to handle data during a multiplayer session. \u003cbr\u003eChapter 14, \"Deploying a Multiplayer Game,\" covers the basics of building a dedicated server for a multiplayer game.\u003cbr\u003e Chapter 15, \"Adding Epic Online Services,\" introduces the Epic Games Developer Portal and provides an overview of Epic Online Services, a powerful suite of services designed to deliver the most immersive online experiences.\u003cbr\u003e\u003cbr\u003e \u003cb\u003e◈ Author's Note ◈\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e The advent of multiplayer games brought a revolution to the gaming industry, allowing players to experience new ways of playing games.\u003cbr\u003e That is, unlike traditional single-player games, multiplayer games provided a dynamic and colorful space for players to interact in real time.\u003cbr\u003e\u003cbr\u003e Advances in technology in recent years have made multiplayer games more accessible than ever. \u003cbr\u003eAs a result, multiplayer games have become one of the most popular genres, enjoyed by millions of players every day across a variety of platforms around the world.\u003cbr\u003e\u003cbr\u003e Game engines like Unreal Engine (UE) are becoming increasingly popular among game developers.\u003cbr\u003e Because it provides a variety of tools and features specifically designed to support high-quality multiplayer experiences, including cross-platform multiplayer support and advanced lag compensation technology.\u003cbr\u003e\u003cbr\u003e Unreal Engine also has a large and active game developer community, providing support, resources, and opportunities for collaboration and networking.\u003cbr\u003e So if you're interested in network game development, there's no reason not to use it!\u003cbr\u003e\u003cbr\u003e \u003cb\u003e◈ Translator's Note ◈\u003c\/b\u003e\u003cbr\u003e\u003cbr\u003e With the gaming industry growing rapidly, the importance of multiplayer games is greater than ever. \u003cbr\u003eOnline experiences that bring players from all over the world together have become an essential part of gaming.\u003cbr\u003e In this trend, Unreal Engine 5, optimized for multiplayer game development, has excellent graphic performance and powerful networking capabilities.\u003cbr\u003e\u003cbr\u003e This book is for beginner-intermediate developers who want to develop multiplayer games using Unreal Engine 5.\u003cbr\u003e Additionally, since there are very few books on Unreal Engine 5 currently available in Korea that focus on multiplayer game development, this book will be of great help if you wish to learn about that topic.\u003cbr\u003e However, if you are a beginner who is new to Unreal Engine, it may be a bit difficult, so we recommend that you first learn the basics of Unreal Engine Blueprint and C++. \u003cbr\u003eThis book covers the fundamentals of networking and details key concepts related to multiplayer game development.\u003cbr\u003e Additionally, advanced topics like compiling Unreal Engine source and setting up a dedicated server, which are rarely covered in other books, will be of great help when working on customization tasks.\u003cbr\u003e\u003cbr\u003e For reference, Unreal Engine supports Korean, but there are still many parts that have not been translated or are awkward expressions.\u003cbr\u003e Of course, you can change the language in 'Editor Preferences', but we decided that the Korean screen and menu would be more convenient than the English screen and menu, so we translated the original content based on the Korean screen.\u003cbr\u003e\u003cbr\u003e Additionally, while the original book was written based on Unreal Engine version 5.1, the translation was revised to match Unreal version 5.3.\u003cbr\u003e I have tried my best in this process, but there may be some shortcomings. \u003cbr\u003eIf you have any questions or concerns, please contact the Acorn Publishing editorial team or my email and I will do my best to answer them.\u003cbr\u003e\n\n\u003c\/div\u003e\n\u003cdiv\u003e\u003c\/div\u003e\n\u003c\/div\u003e \"]\u003c\/div\u003e\n\n\n\u003c\/div\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003ccenter\u003e\u003ctable\u003e\u003ctr\u003e\u003ctd style=\"height:10px\"\u003e\u003c\/td\u003e\u003c\/tr\u003e\u003c\/table\u003e\u003c\/center\u003e\n\n\u003cdiv style=\"width:95%;padding-top:20px;padding-bottom:20px\"\u003e\n\n\u003cdiv style=\"text-align:left;font-size:16px;font-weight:bold;padding-bottom:20px\"\u003e GOODS SPECIFICS \u003c\/div\u003e\n\n\u003cdiv style=\"text-align:left;font-size:14px;line-height:1.6em;\"\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003eDate of issue:\u003c\/strong\u003e February 27, 2025\u003c\/div\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003ePage count, weight, size:\u003c\/strong\u003e 492 pages | 188*235*23mm\u003c\/div\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003eISBN13:\u003c\/strong\u003e 9791161759685\u003c\/div\u003e\n\n\u003cdiv style=\"width:100%;margin-bottom:5px;line-height:1.6em;font-size:14px\"\u003e - \u003cstrong\u003eISBN10:\u003c\/strong\u003e 1161759689 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